/*************************************************************************/
/*  rasterizer_iphone.cpp                                                */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                    http://www.godotengine.org                         */
/*************************************************************************/
/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/
#ifdef IPHONE_ENABLED

#include "rasterizer_iphone.h"
#include "os/os.h"
#include "globals.h"
#include <stdio.h>

_FORCE_INLINE_ static void _gl_load_transform(const Transform& tr) {

	GLfloat matrix[16]={ /* build a 16x16 matrix */
		tr.basis.elements[0][0],
		tr.basis.elements[1][0],
		tr.basis.elements[2][0],
		0,
		tr.basis.elements[0][1],
		tr.basis.elements[1][1],
		tr.basis.elements[2][1],
		0,
		tr.basis.elements[0][2],
		tr.basis.elements[1][2],
		tr.basis.elements[2][2],
		0,
		tr.origin.x,
		tr.origin.y,
		tr.origin.z,
		1
	};

	glLoadMatrixf(matrix);
};

_FORCE_INLINE_ static void _gl_mult_transform(const Transform& tr) {

	GLfloat matrix[16]={ /* build a 16x16 matrix */
		tr.basis.elements[0][0],
		tr.basis.elements[1][0],
		tr.basis.elements[2][0],
		0,
		tr.basis.elements[0][1],
		tr.basis.elements[1][1],
		tr.basis.elements[2][1],
		0,
		tr.basis.elements[0][2],
		tr.basis.elements[1][2],
		tr.basis.elements[2][2],
		0,
		tr.origin.x,
		tr.origin.y,
		tr.origin.z,
		1
	};

	glMultMatrixf(matrix);
};

static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};

static void _draw_primitive(int p_points, const float *p_vertices, const float *p_normals, const float* p_colors, const float *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1) {

	ERR_FAIL_COND(!p_vertices);
	ERR_FAIL_COND(p_points <1 || p_points>4);

	GLenum type = prim_type[p_points - 1];


	if (!p_colors) {
		glColor4f(1, 1, 1, 1);
	};

	glEnableClientState(GL_VERTEX_ARRAY);
	glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)p_vertices);

	if (p_normals) {

			glEnableClientState(GL_NORMAL_ARRAY);
			glNormalPointer(GL_FLOAT, 0, (GLvoid*)p_normals);
	};

	if (p_colors) {
			glEnableClientState(GL_COLOR_ARRAY);
			glColorPointer(4,GL_FLOAT, 0, p_colors);
	};

	if (p_uvs) {

			glClientActiveTexture(GL_TEXTURE0);
			glEnableClientState(GL_TEXTURE_COORD_ARRAY);
			glTexCoordPointer(2, GL_FLOAT, 0, p_uvs);
	};

	glDrawArrays( type, 0, p_points);

	glDisableClientState(GL_VERTEX_ARRAY);
	glDisableClientState(GL_NORMAL_ARRAY);
	glDisableClientState(GL_COLOR_ARRAY);
	glDisableClientState(GL_TEXTURE_COORD_ARRAY);
};


/* TEXTURE API */

static Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,int &r_gl_components,bool &r_has_alpha_cache) {

	r_has_alpha_cache=false;
	Image image=p_image;

	switch(p_format) {

		case Image::FORMAT_GRAYSCALE: {
			r_gl_components=1;
			r_gl_format=GL_LUMINANCE;

		} break;
		case Image::FORMAT_INTENSITY: {

			image.convert(Image::FORMAT_RGBA);
			r_gl_components=4;
			r_gl_format=GL_RGBA;
			r_has_alpha_cache=true;
		} break;
		case Image::FORMAT_GRAYSCALE_ALPHA: {

			image.convert(Image::FORMAT_RGBA);
			r_gl_components=4;
			r_gl_format=GL_RGBA;
			r_has_alpha_cache=true;
		} break;

		case Image::FORMAT_INDEXED: {

			image.convert(Image::FORMAT_RGB);
			r_gl_components=3;
			r_gl_format=GL_RGB;

		} break;

		case Image::FORMAT_INDEXED_ALPHA: {

			image.convert(Image::FORMAT_RGBA);
			r_gl_components=4;
			r_gl_format=GL_RGB;
			r_has_alpha_cache=true;

		} break;
		case Image::FORMAT_RGB: {

			r_gl_components=3; r_gl_format=GL_RGB;
		} break;
		case Image::FORMAT_RGBA: {

			r_gl_components=4;
			r_gl_format=GL_RGBA;
			r_has_alpha_cache=true;
		} break;
		default: {

			ERR_FAIL_V(Image());
		}
	}

	return image;
}

RID RasterizerIPhone::texture_create() {

	Texture *texture = memnew(Texture);
	ERR_FAIL_COND_V(!texture,RID());
	glGenTextures(1, &texture->tex_id);
	texture->active=false;

	return texture_owner.make_rid( texture );

}

void RasterizerIPhone::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) {

	bool has_alpha_cache;
	int components;
	GLenum format;

	Texture *texture = texture_owner.get( p_texture );
	ERR_FAIL_COND(!texture);
	texture->width=p_width;
	texture->height=p_height;
	texture->format=p_format;
	texture->flags=p_flags;
	//texture->target = (p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
	texture->target = GL_TEXTURE_2D;

	_get_gl_image_and_format(Image(),texture->format,texture->flags,format,components,has_alpha_cache);

	texture->gl_components_cache=components;
	texture->gl_format_cache=format;
	texture->format_has_alpha=has_alpha_cache;
	texture->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds

	glBindTexture(texture->target, texture->tex_id);

	if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS) {
		glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE );
	}


	if (texture->target==GL_TEXTURE_2D) {
		glTexImage2D(texture->target, 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE,NULL);
	}

	/*
	else {
		//cubemappor
		for (int i=0;i<6;i++)
			glTexImage2D(_cube_side_enum[i], 0, format, texture->width, texture->height, 0, format, GL_UNSIGNED_BYTE,NULL);
	}
	*/

	glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);	// Linear Filtering

	if (texture->flags&VS::TEXTURE_FLAG_FILTER) {

		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR);	// Linear Filtering
		if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS) {
			//glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
		};
	}



	if (texture->flags&VS::TEXTURE_FLAG_REPEAT /* && texture->target != GL_TEXTURE_CUBE_MAP*/) {

		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
	} else {

		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
		glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
		glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
	}

	texture->active=true;
}

void RasterizerIPhone::texture_blit_rect(RID p_texture,int p_x,int p_y, const Image& p_image,VS::CubeMapSide p_cube_side) {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND(!texture);
	ERR_FAIL_COND(!texture->active);
	ERR_FAIL_COND(texture->format != p_image.get_format() );

	int components;
	GLenum format;
	bool alpha;

	Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,components,alpha);

	if (img.detect_alpha())
		texture->has_alpha=true;

	GLenum blit_target = GL_TEXTURE_2D; //(texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:GL_TEXTURE_2D;

	DVector<uint8_t>::Read read = img.get_data().read();

	glBindTexture(texture->target, texture->tex_id);
	glTexSubImage2D( blit_target, 0, p_x,p_y,img.get_width(),img.get_height(),format,GL_UNSIGNED_BYTE,read.ptr() );

	//glGenerateMipmap( texture->target );
}

Image RasterizerIPhone::texture_get_rect(RID p_texture,int p_x,int p_y,int p_width, int p_height,VS::CubeMapSide p_cube_side) const {


	return Image();
}
void RasterizerIPhone::texture_set_flags(RID p_texture,uint32_t p_flags) {

	Texture *texture = texture_owner.get( p_texture );
	ERR_FAIL_COND(!texture);

	glBindTexture(texture->target, texture->tex_id);
	uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
	texture->flags=p_flags|cube; // can't remove a cube from being a cube

	if (texture->flags&VS::TEXTURE_FLAG_REPEAT /*&& texture->target != GL_TEXTURE_CUBE_MAP*/) {

		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
		glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
	} else {
		//glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
		glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
		glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );

	}


	if (texture->flags&VS::TEXTURE_FLAG_FILTER) {

		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR);	// Linear Filtering
		if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS)
			glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);

	} else {

		glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST);	// nearest
	}
}
uint32_t RasterizerIPhone::texture_get_flags(RID p_texture) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,0);

	return texture->flags;

}
Image::Format RasterizerIPhone::texture_get_format(RID p_texture) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,Image::FORMAT_GRAYSCALE);

	return texture->format;
}
uint32_t RasterizerIPhone::texture_get_width(RID p_texture) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,0);

	return texture->width;
}
uint32_t RasterizerIPhone::texture_get_height(RID p_texture) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,0);

	return texture->height;
}

bool RasterizerIPhone::texture_has_alpha(RID p_texture) const {

	Texture * texture = texture_owner.get(p_texture);

	ERR_FAIL_COND_V(!texture,0);

	return texture->has_alpha;

}

/* SHADER API */

RID RasterizerIPhone::shader_create() {

	return RID();
}

void RasterizerIPhone::shader_node_add(RID p_shader,VS::ShaderNodeType p_type,int p_id) {


}
void RasterizerIPhone::shader_node_remove(RID p_shader,int p_id) {


}
void RasterizerIPhone::shader_node_change_type(RID p_shader, int p_id, VS::ShaderNodeType p_type) {


}
void RasterizerIPhone::shader_node_set_param(RID p_shader, int p_id, const Variant& p_value) {


}

void RasterizerIPhone::shader_get_node_list(RID p_shader,List<int> *p_node_list) const {


}
VS::ShaderNodeType RasterizerIPhone::shader_node_get_type(RID p_shader,int p_id) const {


	return VS::NODE_ADD;
}
Variant RasterizerIPhone::shader_node_get_param(RID p_shader,int p_id) const {

	return Variant();
}

void RasterizerIPhone::shader_connect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {


}
bool RasterizerIPhone::shader_is_connected(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) const {

	return false;
}

void RasterizerIPhone::shader_disconnect(RID p_shader,int p_src_id,int p_src_slot, int p_dst_id,int p_dst_slot) {


}

void RasterizerIPhone::shader_get_connections(RID p_shader,List<VS::ShaderConnection> *p_connections) const {


}

void RasterizerIPhone::shader_clear(RID p_shader) {


}

/* COMMON MATERIAL API */

void RasterizerIPhone::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) {


}
Variant RasterizerIPhone::material_get_param(RID p_material, const StringName& p_param) const {

	return Variant();
}
void RasterizerIPhone::material_get_param_list(RID p_material, List<String> *p_param_list) const {


}

void RasterizerIPhone::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) {


}
bool RasterizerIPhone::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const {

	return false;
}

void RasterizerIPhone::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {


}
VS::MaterialBlendMode RasterizerIPhone::material_get_blend_mode(RID p_material) const {

	return VS::MATERIAL_BLEND_MODE_ADD;
}

void RasterizerIPhone::material_set_line_width(RID p_material,float p_line_width) {


}
float RasterizerIPhone::material_get_line_width(RID p_material) const {

	return 0;
}

/* FIXED MATERIAL */

RID RasterizerIPhone::material_create() {

	return material_owner.make_rid( memnew( Material ) );
}

void RasterizerIPhone::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value) {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND(!m);
	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);

	m->parameters[p_parameter] = p_value;
}
Variant RasterizerIPhone::fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND_V(!m, Variant());
	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());

	return m->parameters[p_parameter];
}

void RasterizerIPhone::fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture) {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND(!m);
	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);

	m->textures[p_parameter] = p_texture;
}
RID RasterizerIPhone::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND_V(!m, RID());
	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());

	return m->textures[p_parameter];
}

void RasterizerIPhone::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND(!m);

	m->detail_blend_mode = p_mode;
}
VS::MaterialBlendMode RasterizerIPhone::fixed_material_get_detail_blend_mode(RID p_material) const {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND_V(!m, VS::MATERIAL_BLEND_MODE_MIX);

	return m->detail_blend_mode;
}

void RasterizerIPhone::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND(!m);
	ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);

	m->texcoord_mode[p_parameter] = p_mode;
}
VS::FixedMaterialTexCoordMode RasterizerIPhone::fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXCOORD_TEXGEN);
	ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, VS::FIXED_MATERIAL_TEXCOORD_UV);

	return m->texcoord_mode[p_parameter]; // for now
}

void RasterizerIPhone::fixed_material_set_texgen_mode(RID p_material,VS::FixedMaterialTexGenMode p_mode) {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND(!m);

	m->texgen_mode = p_mode;
};

VS::FixedMaterialTexGenMode RasterizerIPhone::fixed_material_get_texgen_mode(RID p_material) const {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXGEN_SPHERE);

	return m->texgen_mode;
};


void RasterizerIPhone::fixed_material_set_uv_transform(RID p_material,const Transform& p_transform) {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND(!m);

	m->uv_transform = p_transform;
}
Transform RasterizerIPhone::fixed_material_get_uv_transform(RID p_material) const {

	Material *m=material_owner.get( p_material );
	ERR_FAIL_COND_V(!m, Transform());

	return m->uv_transform;
}

/* SHADER MATERIAL */

RID RasterizerIPhone::shader_material_create() const {

	return RID();
}

void RasterizerIPhone::shader_material_set_vertex_shader(RID p_material,RID p_shader,bool p_owned) {


}
RID RasterizerIPhone::shader_material_get_vertex_shader(RID p_material) const {

	return RID();
}

void RasterizerIPhone::shader_material_set_fragment_shader(RID p_material,RID p_shader,bool p_owned) {


}
RID RasterizerIPhone::shader_material_get_fragment_shader(RID p_material) const {

	return RID();
}


/* MESH API */

RID RasterizerIPhone::mesh_create() {


	return mesh_owner.make_rid( memnew( Mesh ) );
}

void RasterizerIPhone::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,uint32_t p_format,int p_array_len,int p_index_array_len) {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND(!mesh);

	ERR_FAIL_COND((p_format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
	ERR_FAIL_COND( p_array_len<=0 );
	ERR_FAIL_COND( p_index_array_len==0 );
	ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );

	Surface *surface = memnew( Surface );
	ERR_FAIL_COND( !surface );

	int total_elem_size=0;

	bool use_VBO=true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
	if (p_format&VS::ARRAY_FORMAT_WEIGHTS) {

		use_VBO=false;
	}


	for (int i=0;i<VS::ARRAY_MAX;i++) {


		Surface::ArrayData&ad=surface->array[i];
		ad.size=0;
		ad.configured=false;
		ad.ofs=0;
		int elem_size=0;
		int elem_count=0;

		if (!(p_format&(1<<i))) // no array
			continue;


		switch(i) {

			case VS::ARRAY_VERTEX:
			case VS::ARRAY_NORMAL: {

				elem_size=3*sizeof(GLfloat); // vertex
				elem_count=3;
			} break;
			case VS::ARRAY_TANGENT: {
				elem_size=4*sizeof(GLfloat); // vertex
				elem_count=4;

			} break;
			case VS::ARRAY_COLOR: {

				elem_size=4; /* RGBA */
				elem_count=4;
			} break;
			case VS::ARRAY_TEX_UV: {
				elem_size=2*sizeof(GLfloat);
				elem_count=2;

			} break;
			case VS::ARRAY_WEIGHTS:
			case VS::ARRAY_BONES: {

				elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat);
				elem_count=VS::ARRAY_WEIGHTS_SIZE;

			} break;
			case VS::ARRAY_INDEX: {

				if (p_index_array_len<=0) {
					ERR_PRINT("p_index_array_len==NO_INDEX_ARRAY");
					break;
				}
				/* determine wether using 8 or 16 bits indices */
				if (p_index_array_len>(1<<8)) {

					elem_size=2;
				} else {
					elem_size=1;
				}

				if (use_VBO) {

					glGenBuffers(1,&surface->index_id);
					ERR_FAIL_COND(surface->index_id==0);
					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
					glBufferData(GL_ELEMENT_ARRAY_BUFFER,p_index_array_len*elem_size,NULL,GL_STATIC_DRAW);
					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
				} else {
					surface->index_array_local = (uint8_t*)memalloc(p_index_array_len*elem_size);
				};

				surface->index_array_len=p_index_array_len; // only way it can exist
				ad.ofs=0;
				ad.size=elem_size;
				ad.configured=false;
				ad.components=1;

				continue;
			} break;
			default: {
				ERR_FAIL( );
			}
		}

		ad.ofs=total_elem_size;
		ad.size=elem_size;
		ad.components=elem_count;
		total_elem_size+=elem_size;
		ad.configured=false;
	}

	surface->stride=total_elem_size;
	surface->array_len=p_array_len;
	surface->format=p_format;
	surface->primitive=p_primitive;


	/* bind the bigass buffers */
	if (use_VBO) {

		glGenBuffers(1,&surface->vertex_id);
		ERR_FAIL_COND(surface->vertex_id==0);
		glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
		glBufferData(GL_ARRAY_BUFFER,surface->array_len*surface->stride,NULL,GL_STATIC_DRAW);
		glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
	} else {
		surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride);
	};

	mesh->surfaces.push_back(surface);
}

Error RasterizerIPhone::mesh_surface_set_array(RID p_mesh, int p_surface,VS::ArrayType p_type,const Variant& p_array)  {

	ERR_FAIL_INDEX_V(p_type, VS::ARRAY_MAX, ERR_INVALID_PARAMETER );

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,ERR_INVALID_PARAMETER);
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), ERR_INVALID_PARAMETER );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, ERR_INVALID_PARAMETER );

	ERR_FAIL_COND_V( surface->array[p_type].size==0, ERR_INVALID_PARAMETER );

	Surface::ArrayData &a=surface->array[p_type];

	switch(p_type) {

		case VS::ARRAY_INDEX: {
			ERR_FAIL_COND_V( surface->index_array_len<=0, ERR_INVALID_DATA );
			ERR_FAIL_COND_V( p_array.get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );

			DVector<int> indices = p_array;
			ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
			ERR_FAIL_COND_V( indices.size() != surface->index_array_len, ERR_INVALID_PARAMETER );

			/* determine wether using 16 or 32 bits indices */

			if (surface->index_array_local == 0) {
				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
			};

			DVector<int>::Read read = indices.read();
			const int *src=read.ptr();

			for (int i=0;i<surface->index_array_len;i++) {

				if (surface->index_array_local) {

					if (a.size<=(1<<8)) {
						uint8_t v=src[i];

						copymem(&surface->array_local[i*a.size], &v, a.size);
					} else {
						uint16_t v=src[i];

						copymem(&surface->array_local[i*a.size], &v, a.size);
					}

				} else {
					if (a.size<=(1<<8)) {
						uint8_t v=src[i];

						glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, i*a.size, a.size, &v );
					} else {
						uint16_t v=src[i];

						glBufferSubData( GL_ELEMENT_ARRAY_BUFFER, i*a.size, a.size, &v );

					}
				};
			}
			if (surface->index_array_local == 0) {
				glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
			};
			a.configured=true;
			return OK;
		} break;
		case VS::ARRAY_VERTEX:
		case VS::ARRAY_NORMAL: {

			ERR_FAIL_COND_V( p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );


			DVector<Vector3> array = p_array;
			ERR_FAIL_COND_V( array.size() != surface->array_len, ERR_INVALID_PARAMETER );

			if (surface->array_local == 0) {
				glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
			};

			DVector<Vector3>::Read read = array.read();
			const Vector3* src=read.ptr();

			// setting vertices means regenerating the AABB
			if (p_type==VS::ARRAY_VERTEX)
				surface->aabb=AABB();

			for (int i=0;i<surface->array_len;i++) {


				GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };

				if (surface->array_local == 0) {
					glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , vector );
				} else {
					copymem(&surface->array_local[a.ofs+i*surface->stride], vector, a.size);
				}

				if (p_type==VS::ARRAY_VERTEX) {

					if (i==0) {

						surface->aabb=AABB(src[i],Vector3());
					} else {

						surface->aabb.expand_to( src[i] );
					}
				}
			}

			if (surface->array_local == 0) {
				glBindBuffer(GL_ARRAY_BUFFER,0);
			};

		} break;
		case VS::ARRAY_TANGENT: {

			ERR_FAIL_COND_V( p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );

			DVector<real_t> array = p_array;

			ERR_FAIL_COND_V( array.size() != surface->array_len*4, ERR_INVALID_PARAMETER );

			if (surface->array_local == 0) {
				glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
			};


			DVector<real_t>::Read read = array.read();
			const real_t* src = read.ptr();

			for (int i=0;i<surface->array_len;i++) {

				GLfloat xyzw[4]={
					src[i*4+0],
					src[i*4+1],
					src[i*4+2],
					src[i*4+3]
				};

				if (surface->array_local == 0) {

					glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , xyzw );
				} else {

					copymem(&surface->array_local[a.ofs+i*surface->stride], xyzw, a.size);
				};

			}

			if (surface->array_local == 0) {
				glBindBuffer(GL_ARRAY_BUFFER,0);
			};
		} break;
		case VS::ARRAY_COLOR: {

			ERR_FAIL_COND_V( p_array.get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );


			DVector<Color> array = p_array;

			ERR_FAIL_COND_V( array.size() != surface->array_len, ERR_INVALID_PARAMETER );

			if (surface->array_local == 0)
				glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);


			DVector<Color>::Read read = array.read();
			const Color* src = read.ptr();
			surface->has_alpha_cache=false;

			for (int i=0;i<surface->array_len;i++) {

				if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters
					surface->has_alpha_cache=true;
				uint8_t colors[4]={ src[i].r * 255.0 , src[i].g * 255.0, src[i].b * 255.0, src[i].a * 255.0 };
				// I'm not sure if this is correct, endianness-wise, i should re-check the GL spec

				if (surface->array_local == 0)
					glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , colors );
				else
					copymem(&surface->array_local[a.ofs+i*surface->stride], colors, a.size);

			}

			if (surface->array_local == 0)
				glBindBuffer(GL_ARRAY_BUFFER,0);


		} break;
		case VS::ARRAY_TEX_UV: {

			ERR_FAIL_COND_V( p_array.get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );

			DVector<Vector3> array = p_array;

			ERR_FAIL_COND_V( array.size() != surface->array_len , ERR_INVALID_PARAMETER);

			if (surface->array_local == 0)
				glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);

			DVector<Vector3>::Read read = array.read();

			const Vector3 * src=read.ptr();

			for (int i=0;i<surface->array_len;i++) {

				GLfloat uv[2]={ src[i].x , src[i].y };

				if (surface->array_local == 0)
					glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , uv );
				else
					copymem(&surface->array_local[a.ofs+i*surface->stride], uv, a.size);

			}

			if (surface->array_local == 0)
				glBindBuffer(GL_ARRAY_BUFFER,0);

		} break;
		case VS::ARRAY_BONES:
		case VS::ARRAY_WEIGHTS: {


			ERR_FAIL_COND_V( p_array.get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );

			DVector<real_t> array = p_array;

			ERR_FAIL_COND_V( array.size() != surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );

			if (surface->array_local == 0)
				glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);

			DVector<real_t>::Read read = array.read();

			const real_t * src = read.ptr();

			for (int i=0;i<surface->array_len;i++) {

				GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
				for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++)
					data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];

				if (surface->array_local == 0)
					glBufferSubData( GL_ARRAY_BUFFER, a.ofs+i*surface->stride, a.size , data );
				else
					copymem(&surface->array_local[a.ofs+i*surface->stride], data, a.size);


			}

			if (surface->array_local == 0)
				glBindBuffer(GL_ARRAY_BUFFER,0);
		} break;
		default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);}
	}

	a.configured=true;

	return OK;
}
Variant RasterizerIPhone::mesh_surface_get_array(RID p_mesh, int p_surface,VS::ArrayType p_type) const {

	return Variant();
}

void RasterizerIPhone::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND(!mesh);
	ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND( !surface);

	if (surface->material_owned && surface->material.is_valid())
		free(surface->material);

	surface->material_owned=p_owned;

	surface->material=p_material;
}

RID RasterizerIPhone::mesh_surface_get_material(RID p_mesh, int p_surface) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,RID());
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, RID() );

	return surface->material;
}

int RasterizerIPhone::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,-1);
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, -1 );

	return surface->array_len;
}
int RasterizerIPhone::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {

		Mesh *mesh = mesh_owner.get( p_mesh );
		ERR_FAIL_COND_V(!mesh,-1);
		ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
		Surface *surface = mesh->surfaces[p_surface];
		ERR_FAIL_COND_V( !surface, -1 );

		return surface->index_array_len;
}
uint32_t RasterizerIPhone::mesh_surface_get_format(RID p_mesh, int p_surface) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,0);
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, 0 );

	return surface->format;
}
VS::PrimitiveType RasterizerIPhone::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS);
	ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS );
	Surface *surface = mesh->surfaces[p_surface];
	ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS );

	return surface->primitive;
}

void RasterizerIPhone::mesh_erase_surface(RID p_mesh,int p_index) {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND(!mesh);
	ERR_FAIL_INDEX(p_index, mesh->surfaces.size() );
	Surface *surface = mesh->surfaces[p_index];
	ERR_FAIL_COND( !surface);

	memdelete( mesh->surfaces[p_index] );
	mesh->surfaces.remove(p_index);

}
int RasterizerIPhone::mesh_get_surface_count(RID p_mesh) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,-1);

	return mesh->surfaces.size();
}

AABB RasterizerIPhone::mesh_get_aabb(RID p_mesh) const {

	Mesh *mesh = mesh_owner.get( p_mesh );
	ERR_FAIL_COND_V(!mesh,AABB());

	AABB aabb;

	for (int i=0;i<mesh->surfaces.size();i++) {

		if (i==0)
			aabb=mesh->surfaces[i]->aabb;
		else
			aabb.merge_with(mesh->surfaces[i]->aabb);
	}

	return aabb;
}

/* MULTIMESH API */

RID RasterizerIPhone::multimesh_create() {

	return RID();
}

void RasterizerIPhone::multimesh_set_instance_count(RID p_multimesh,int p_count) {


}
int RasterizerIPhone::multimesh_get_instance_count(RID p_multimesh) const {

	return 0;
}

void RasterizerIPhone::multimesh_set_mesh(RID p_multimesh,RID p_mesh) {


}
void RasterizerIPhone::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) {


}
void RasterizerIPhone::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) {


}
void RasterizerIPhone::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) {


}

RID RasterizerIPhone::multimesh_get_mesh(RID p_multimesh) const {

	return RID();
}
AABB RasterizerIPhone::multimesh_get_aabb(RID p_multimesh) const {

	return AABB();
}

Transform RasterizerIPhone::multimesh_instance_get_transform(RID p_multimesh,int p_index) const {

	return Transform();
}
Color RasterizerIPhone::multimesh_instance_get_color(RID p_multimesh,int p_index) const {

	return Color();
}

/* POLY API */

RID RasterizerIPhone::poly_create() {

	return RID();
}
void RasterizerIPhone::poly_set_material(RID p_poly, RID p_material,bool p_owned) {


}
void RasterizerIPhone::poly_add_primitive(RID p_poly, const Vector<Vector3>& p_points,const Vector<Vector3>& p_normals,const Vector<Color>& p_colors,const Vector<Vector3>& p_uvs) {


}
void RasterizerIPhone::poly_clear(RID p_poly) {


}

AABB RasterizerIPhone::poly_get_aabb(RID p_poly) const {

	return AABB();
}


/* PARTICLES API */

RID RasterizerIPhone::particles_create() {

	return RID();
}

void RasterizerIPhone::particles_set_amount(RID p_particles, int p_amount) {


}
int RasterizerIPhone::particles_get_amount(RID p_particles) const {

	return 0;
}

void RasterizerIPhone::particles_set_emitting(RID p_particles, bool p_emitting) {


}

bool RasterizerIPhone::particles_is_emitting(RID p_particles) const {

	return false;
}

void RasterizerIPhone::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) {


}
AABB RasterizerIPhone::particles_get_visibility_aabb(RID p_particles) const {

	return AABB();
}

void RasterizerIPhone::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) {


}
Vector3 RasterizerIPhone::particles_get_emission_half_extents(RID p_particles) const {

	return Vector3();
}

void RasterizerIPhone::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) {


}
Vector3 RasterizerIPhone::particles_get_gravity_normal(RID p_particles) const {

	return Vector3();
}

void RasterizerIPhone::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) {


}
float RasterizerIPhone::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {

	return 0;
}

void RasterizerIPhone::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) {


}
float RasterizerIPhone::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {

	return 0;
}

void RasterizerIPhone::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {


}
float RasterizerIPhone::particles_get_color_phase_pos(RID p_particles, int p_phase) const {

	return 0;
}

void RasterizerIPhone::particles_set_color_phases(RID p_particles, int p_phases) {


}
int RasterizerIPhone::particles_get_color_phases(RID p_particles) const {

	return 0;
}

void RasterizerIPhone::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) {


}
Color RasterizerIPhone::particles_get_color_phase_color(RID p_particles, int p_phase) const {

	return Color();
}

void RasterizerIPhone::particles_set_attractors(RID p_particles, int p_attractors) {


}
int RasterizerIPhone::particles_get_attractors(RID p_particles) const {

	return 0;
}

void RasterizerIPhone::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) {


}
Vector3 RasterizerIPhone::particles_get_attractor_pos(RID p_particles,int p_attractor) const {

	return Vector3();
}

void RasterizerIPhone::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {


}
float RasterizerIPhone::particles_get_attractor_strength(RID p_particles,int p_attractor) const {

	return 0;
}

void RasterizerIPhone::particles_set_material(RID p_particles, RID p_material,bool p_owned) {


}

RID RasterizerIPhone::particles_get_material(RID p_particles) const {

	return RID();
}

AABB RasterizerIPhone::particles_get_aabb(RID p_particles) const {

	return AABB();
}
/* BEAM API */

RID RasterizerIPhone::beam_create() {

	return RID();
}

void RasterizerIPhone::beam_set_point_count(RID p_beam, int p_count) {


}
int RasterizerIPhone::beam_get_point_count(RID p_beam) const {

	return 0;
}
void RasterizerIPhone::beam_clear(RID p_beam) {


}

void RasterizerIPhone::beam_set_point(RID p_beam,int p_point,Vector3& p_pos) {


}
Vector3 RasterizerIPhone::beam_get_point(RID p_beam,int p_point) const {

	return Vector3();
}

void RasterizerIPhone::beam_set_primitive(RID p_beam,VS::BeamPrimitive p_primitive) {


}

VS::BeamPrimitive RasterizerIPhone::beam_get_primitive(RID p_beam) const {

	return VS::BEAM_CUBIC;
}

void RasterizerIPhone::beam_set_material(RID p_beam, RID p_material) {


}
RID RasterizerIPhone::beam_get_material(RID p_beam) const {

	return RID();
}

AABB RasterizerIPhone::beam_get_aabb(RID p_particles) const {

	return AABB();
}
/* SKELETON API */

RID RasterizerIPhone::skeleton_create() {

	Skeleton *skeleton = memnew( Skeleton );
	ERR_FAIL_COND_V(!skeleton,RID());
	return skeleton_owner.make_rid( skeleton );
}
void RasterizerIPhone::skeleton_resize(RID p_skeleton,int p_bones) {

	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
	ERR_FAIL_COND(!skeleton);
	if (p_bones == skeleton->bones.size()) {
		return;
	};
	ERR_FAIL_COND( p_bones<0 || p_bones>256);

	skeleton->bones.resize(p_bones);

}
int RasterizerIPhone::skeleton_get_bone_count(RID p_skeleton) const {

	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
	ERR_FAIL_COND_V(!skeleton, -1);
	return skeleton->bones.size();
}
void RasterizerIPhone::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) {

	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
	ERR_FAIL_COND(!skeleton);
	ERR_FAIL_INDEX( p_bone, skeleton->bones.size() );

	skeleton->bones[p_bone] = p_transform;
}
Transform RasterizerIPhone::skeleton_bone_get_transform(RID p_skeleton,int p_bone) {

	Skeleton *skeleton = skeleton_owner.get( p_skeleton );
	ERR_FAIL_COND_V(!skeleton, Transform());
	ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() );

	// something
	return skeleton->bones[p_bone];
}


/* LIGHT API */

RID RasterizerIPhone::light_create(VS::LightType p_type) {

	Light *light = memnew( Light );
	light->type=p_type;
	return light_owner.make_rid(light);
}

VS::LightType RasterizerIPhone::light_get_type(RID p_light) const {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI);
	return light->type;
}

void RasterizerIPhone::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND(!light);
	ERR_FAIL_INDEX( p_type, 3 );
	light->colors[p_type]=p_color;
}
Color RasterizerIPhone::light_get_color(RID p_light,VS::LightColor p_type) const {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND_V(!light, Color());
	ERR_FAIL_INDEX_V( p_type, 3, Color() );
	return light->colors[p_type];
}

void RasterizerIPhone::light_set_shadow(RID p_light,bool p_enabled) {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND(!light);
	light->shadow_enabled=p_enabled;
}

bool RasterizerIPhone::light_has_shadow(RID p_light) const {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND_V(!light,false);
	return light->shadow_enabled;
}

void RasterizerIPhone::light_set_volumetric(RID p_light,bool p_enabled) {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND(!light);
	light->volumetric_enabled=p_enabled;

}
bool RasterizerIPhone::light_is_volumetric(RID p_light) const {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND_V(!light,false);
	return light->volumetric_enabled;
}

void RasterizerIPhone::light_set_projector(RID p_light,RID p_texture) {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND(!light);
	light->projector=p_texture;
}
RID RasterizerIPhone::light_get_projector(RID p_light) const {

	Light *light = light_owner.get(p_light);
	ERR_FAIL_COND_V(!light,RID());
	return light->projector;
}

void RasterizerIPhone::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {

	Light * light = light_owner.get( p_light );
	ERR_FAIL_COND(!light);
	ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX );

	light->vars[p_var]=p_value;
}
float RasterizerIPhone::light_get_var(RID p_light, VS::LightParam p_var) const {

	Light * light = light_owner.get( p_light );
	ERR_FAIL_COND_V(!light,0);

	ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 );

	return light->vars[p_var];
}

AABB RasterizerIPhone::light_get_aabb(RID p_light) const {

	Light *light = light_owner.get( p_light );
	ERR_FAIL_COND_V(!light,AABB());

	switch( light->type ) {

		case VS::LIGHT_SPOT: {

			float len=light->vars[VS::LIGHT_PARAM_RADIUS];
			float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len;
			return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
		} break;
		case VS::LIGHT_OMNI: {

			float r = light->vars[VS::LIGHT_PARAM_RADIUS];
			return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 );
		} break;
		case VS::LIGHT_DIRECTIONAL: {

			return AABB();
		} break;
		default: {}
	}

	ERR_FAIL_V( AABB() );
}


RID RasterizerIPhone::light_instance_create(RID p_light) {

	Light *light = light_owner.get( p_light );
	ERR_FAIL_COND_V(!light, RID());

	LightInstance *light_instance = memnew( LightInstance );

	light_instance->light=p_light;
	light_instance->base=light;
	light_instance->last_pass=0;

	return light_instance_owner.make_rid( light_instance );
}
void RasterizerIPhone::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) {

	LightInstance *lighti = light_instance_owner.get( p_light_instance );
	ERR_FAIL_COND(!lighti);
	lighti->transform=p_transform;

}

void RasterizerIPhone::light_instance_set_active_hint(RID p_light_instance) {

	LightInstance *lighti = light_instance_owner.get( p_light_instance );
	ERR_FAIL_COND(!lighti);
	lighti->last_pass=frame;

}
bool RasterizerIPhone::light_instance_has_shadow(RID p_light_instance) const {

	return false;
}
bool RasterizerIPhone::light_instance_assign_shadow(RID p_light_instance) {

	return false;
}
Rasterizer::ShadowType RasterizerIPhone::light_instance_get_shadow_type(RID p_light_instance) const {

	return Rasterizer::SHADOW_CUBE;
}
int RasterizerIPhone::light_instance_get_shadow_passes(RID p_light_instance) const {

	return 0;
}
void RasterizerIPhone::light_instance_set_pssm_split_info(RID p_light_instance, int p_split, float p_near,float p_far, const CameraMatrix& p_camera, const Transform& p_transform) {


}

/* PARTICLES INSTANCE */

RID RasterizerIPhone::particles_instance_create(RID p_particles) {

	return RID();
}
void RasterizerIPhone::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) {


}

/* RENDER API */
/* all calls (inside begin/end shadow) are always warranted to be in the following order: */

static GLfloat	rtri;				// Angle For The Triangle ( NEW )
static GLfloat	rquad;				// Angle For The Quad ( NEW )

void RasterizerIPhone::begin_frame() {

	window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );

	double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec
	time/=1000.0; // make secs
	time_delta=time-last_time;
	last_time=time;
	frame++;
	glClearColor(0,0,1,1);
	glClear(GL_COLOR_BUFFER_BIT);

	/* nehe ?*/

	#if 0
	glViewport(0,0,window_size.width,window_size.height);						// Reset The Current Viewport

	glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
	glLoadIdentity();									// Reset The Projection Matrix

	// Calculate The Aspect Ratio Of The Window
	gluPerspective(45.0f,(GLfloat)window_size.width/(GLfloat)window_size.height,0.1f,100.0f);

	glMatrixMode(GL_MODELVIEW);							// Select The Modelview Matrix
	glLoadIdentity();									// Reset The Modelview Matrix



	glShadeModel(GL_SMOOTH);							// Enable Smooth Shading
	glClearColor(0.0f, 0.0f, 0.0f, 0.5f);				// Black Background
	glClearDepth(1.0f);									// Depth Buffer Setup
	glEnable(GL_DEPTH_TEST);							// Enables Depth Testing
	glDepthFunc(GL_LEQUAL);								// The Type Of Depth Testing To Do
	glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);	// Really Nice Perspective Calculations

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);	// Clear Screen And Depth Buffer
	glLoadIdentity();									// Reset The Current Modelview Matrix
	glTranslatef(-1.5f,0.0f,-6.0f);						// Move Left 1.5 Units And Into The Screen 6.0
	glRotatef(rtri,0.0f,1.0f,0.0f);						// Rotate The Triangle On The Y axis ( NEW )
	glBegin(GL_TRIANGLES);								// Start Drawing A Triangle
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Front)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f(-1.0f,-1.0f, 1.0f);					// Left Of Triangle (Front)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f( 1.0f,-1.0f, 1.0f);					// Right Of Triangle (Front)
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Right)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f( 1.0f,-1.0f, 1.0f);					// Left Of Triangle (Right)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f( 1.0f,-1.0f, -1.0f);					// Right Of Triangle (Right)
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Back)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f( 1.0f,-1.0f, -1.0f);					// Left Of Triangle (Back)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f(-1.0f,-1.0f, -1.0f);					// Right Of Triangle (Back)
		glColor3f(1.0f,0.0f,0.0f);						// Red
		glVertex3f( 0.0f, 1.0f, 0.0f);					// Top Of Triangle (Left)
		glColor3f(0.0f,0.0f,1.0f);						// Blue
		glVertex3f(-1.0f,-1.0f,-1.0f);					// Left Of Triangle (Left)
		glColor3f(0.0f,1.0f,0.0f);						// Green
		glVertex3f(-1.0f,-1.0f, 1.0f);					// Right Of Triangle (Left)
	glEnd();											// Done Drawing The Pyramid

	glLoadIdentity();									// Reset The Current Modelview Matrix
	glTranslatef(1.5f,0.0f,-7.0f);						// Move Right 1.5 Units And Into The Screen 7.0
	glRotatef(rquad,1.0f,1.0f,1.0f);					// Rotate The Quad On The X axis ( NEW )
	glBegin(GL_QUADS);									// Draw A Quad
		glColor3f(0.0f,1.0f,0.0f);						// Set The Color To Green
		glVertex3f( 1.0f, 1.0f,-1.0f);					// Top Right Of The Quad (Top)
		glVertex3f(-1.0f, 1.0f,-1.0f);					// Top Left Of The Quad (Top)
		glVertex3f(-1.0f, 1.0f, 1.0f);					// Bottom Left Of The Quad (Top)
		glVertex3f( 1.0f, 1.0f, 1.0f);					// Bottom Right Of The Quad (Top)
		glColor3f(1.0f,0.5f,0.0f);						// Set The Color To Orange
		glVertex3f( 1.0f,-1.0f, 1.0f);					// Top Right Of The Quad (Bottom)
		glVertex3f(-1.0f,-1.0f, 1.0f);					// Top Left Of The Quad (Bottom)
		glVertex3f(-1.0f,-1.0f,-1.0f);					// Bottom Left Of The Quad (Bottom)
		glVertex3f( 1.0f,-1.0f,-1.0f);					// Bottom Right Of The Quad (Bottom)
		glColor3f(1.0f,0.0f,0.0f);						// Set The Color To Red
		glVertex3f( 1.0f, 1.0f, 1.0f);					// Top Right Of The Quad (Front)
		glVertex3f(-1.0f, 1.0f, 1.0f);					// Top Left Of The Quad (Front)
		glVertex3f(-1.0f,-1.0f, 1.0f);					// Bottom Left Of The Quad (Front)
		glVertex3f( 1.0f,-1.0f, 1.0f);					// Bottom Right Of The Quad (Front)
		glColor3f(1.0f,1.0f,0.0f);						// Set The Color To Yellow
		glVertex3f( 1.0f,-1.0f,-1.0f);					// Top Right Of The Quad (Back)
		glVertex3f(-1.0f,-1.0f,-1.0f);					// Top Left Of The Quad (Back)
		glVertex3f(-1.0f, 1.0f,-1.0f);					// Bottom Left Of The Quad (Back)
		glVertex3f( 1.0f, 1.0f,-1.0f);					// Bottom Right Of The Quad (Back)
		glColor3f(0.0f,0.0f,1.0f);						// Set The Color To Blue
		glVertex3f(-1.0f, 1.0f, 1.0f);					// Top Right Of The Quad (Left)
		glVertex3f(-1.0f, 1.0f,-1.0f);					// Top Left Of The Quad (Left)
		glVertex3f(-1.0f,-1.0f,-1.0f);					// Bottom Left Of The Quad (Left)
		glVertex3f(-1.0f,-1.0f, 1.0f);					// Bottom Right Of The Quad (Left)
		glColor3f(1.0f,0.0f,1.0f);						// Set The Color To Violet
		glVertex3f( 1.0f, 1.0f,-1.0f);					// Top Right Of The Quad (Right)
		glVertex3f( 1.0f, 1.0f, 1.0f);					// Top Left Of The Quad (Right)
		glVertex3f( 1.0f,-1.0f, 1.0f);					// Bottom Left Of The Quad (Right)
		glVertex3f( 1.0f,-1.0f,-1.0f);					// Bottom Right Of The Quad (Right)
	glEnd();											// Done Drawing The Quad

	rtri+=0.2f;											// Increase The Rotation Variable For The Triangle ( NEW )
	rquad-=0.15f;										// Decrease The Rotation Variable For The Quad ( NEW )

	#endif

}

void RasterizerIPhone::set_viewport(const VS::ViewportRect& p_viewport) {


	viewport=p_viewport;
	canvas_transform=Transform();
	canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
	canvas_transform.scale( Vector3( 2.0f / viewport.width, -2.0f / viewport.height, 1.0f ) );

	glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
}

void RasterizerIPhone::begin_scene(RID p_fx,VS::ScenarioDebugMode p_debug) {

	opaque_render_list.clear();
	alpha_render_list.clear();
	light_instance_count=0;
	scene_fx = p_fx.is_valid() ? fx_owner.get(p_fx) : NULL;
};

void RasterizerIPhone::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) {


}

void RasterizerIPhone::set_camera(const Transform& p_world,const CameraMatrix& p_projection) {

	camera_transform=p_world;
	camera_transform_inverse=camera_transform.inverse();
	camera_projection=p_projection;
	camera_plane = Plane( camera_transform.origin, camera_transform.basis.get_axis(2) );
	camera_z_near=camera_projection.get_z_near();
camera_z_far=camera_projection.get_z_far();
	camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y);
}

void RasterizerIPhone::add_light( RID p_light_instance ) {

#define LIGHT_FADE_TRESHOLD 0.05

	ERR_FAIL_COND( light_instance_count >= MAX_LIGHTS );

	LightInstance *li = light_instance_owner.get(p_light_instance);
	ERR_FAIL_COND(!li);

	/* make light hash */

	// actually, not really a hash, but helps to sort the lights
	// and avoid recompiling redudant shader versions

	li->hash_aux=li->base->type;

	if (li->base->shadow_enabled)
		li->hash_aux|=(1<<3);

	 if (li->base->projector.is_valid())
		li->hash_aux|=(1<<4);

	 if (li->base->shadow_enabled && li->base->volumetric_enabled)
		li->hash_aux|=(1<<5);

	 switch(li->base->type) {

		case VisualServer::LIGHT_DIRECTIONAL: {

			Vector3 dir = li->transform.basis.get_axis(2);
			li->light_vector.x=dir.x;
			li->light_vector.y=dir.y;
			li->light_vector.z=dir.z;

		} break;
		case VisualServer::LIGHT_OMNI: {

			  float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
			  if (radius==0)
				  radius=0.0001;
			  li->linear_att=(1/LIGHT_FADE_TRESHOLD)/radius;
			  li->light_vector.x=li->transform.origin.x;
			  li->light_vector.y=li->transform.origin.y;
			  li->light_vector.z=li->transform.origin.z;

		} break;
		case VisualServer::LIGHT_SPOT: {

			float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
			if (radius==0)
				radius=0.0001;
			li->linear_att=(1/LIGHT_FADE_TRESHOLD)/radius;
			li->light_vector.x=li->transform.origin.x;
			li->light_vector.y=li->transform.origin.y;
			li->light_vector.z=li->transform.origin.z;
			Vector3 dir = -li->transform.basis.get_axis(2);
			li->spot_vector.x=dir.x;
			li->spot_vector.y=dir.y;
			li->spot_vector.z=dir.z;

		} break;
	 }

	light_instances[light_instance_count++]=li;
}

void RasterizerIPhone::_add_geometry( const Geometry* p_geometry, const Transform& p_world, uint32_t p_vertex_format, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides,const Skeleton* p_skeleton, GeometryOwner *p_owner) {

	Material *m=NULL;

	 if (p_geometry->material.is_valid())
		m=material_owner.get( p_geometry->material );

	 if (!m) {
		m=material_owner.get( default_material );
	 }

	ERR_FAIL_COND(!m);

	LightInstance *lights[RenderList::MAX_LIGHTS];
	int light_count=0;

	RenderList *render_list=&opaque_render_list;
	if (p_geometry->has_alpha || m->detail_blend_mode!=VS::MATERIAL_BLEND_MODE_MIX) {
		render_list = &alpha_render_list;
	};

	if (!m->flags[VS::MATERIAL_FLAG_UNSHADED]) {

		light_count=p_light_count;
		for(int i=0;i<light_count;i++) {
			lights[i]=light_instance_owner.get( p_light_instances[i] );
		}
	}

	render_list->add_element( p_geometry, m, p_world, lights, light_count, p_material_overrides,p_skeleton, camera_plane.distance(p_world.origin), p_owner );
}

void RasterizerIPhone::add_mesh( RID p_mesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides, RID p_skeleton) {

	Mesh *mesh = mesh_owner.get(p_mesh);

	int ssize = mesh->surfaces.size();

	for (int i=0;i<ssize;i++) {

		Surface *s = mesh->surfaces[i];
		Skeleton *sk = p_skeleton.is_valid()?skeleton_owner.get(p_skeleton):NULL;

		_add_geometry(s,*p_world,s->format,p_light_instances,p_light_count,p_material_overrides,sk,NULL);
	}

	mesh->last_pass=frame;
}

void RasterizerIPhone::add_multimesh( RID p_multimesh, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {


}

void RasterizerIPhone::add_poly( RID p_poly, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {

	Poly *p = poly_owner.get(p_poly);
	if (!p->primitives.empty()) {
		const Poly::Primitive *pp = &p->primitives[0];

		uint32_t format=VisualServer::ARRAY_FORMAT_VERTEX;

		if (!pp->normals.empty())
			format|=VisualServer::ARRAY_FORMAT_NORMAL;
		if (!pp->colors.empty())
			format|=VisualServer::ARRAY_FORMAT_COLOR;
		if (!pp->uvs.empty())
			format|=VisualServer::ARRAY_TEX_UV;

		_add_geometry(p,*p_world,format,p_light_instances,p_light_count,p_material_overrides,NULL, NULL);
	}
}

void RasterizerIPhone::add_beam( RID p_beam, const Transform* p_world, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {


}

void RasterizerIPhone::add_particles( RID p_particle_instance, const RID* p_light_instances, int p_light_count, const ParamOverrideMap* p_material_overrides) {


}

void RasterizerIPhone::_setup_material(const Geometry *p_geometry,const Material *p_material) {

	if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED])
		glDisable(GL_CULL_FACE);
	else {
		glEnable(GL_CULL_FACE);
		glCullFace( (p_material->flags[VS::MATERIAL_FLAG_INVERT_FACES])?GL_FRONT:GL_BACK);
	}

	glEnable(GL_COLOR_MATERIAL); /* unused, unless color array */
	//glColorMaterial( GL_FRONT_AND_BACK, GL_DIFFUSE );
	glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );


	///ambient @TODO offer global ambient group option
	float ambient_rgba[4]={
		1,
		1,
		1,
		1.0
	};
	glMaterialfv(GL_FRONT_AND_BACK,GL_AMBIENT,ambient_rgba);

	///diffuse
	const Color &diffuse_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE];
	float diffuse_rgba[4]={
		(float)diffuse_color.r,
		 (float)diffuse_color.g,
		  (float)diffuse_color.b,
		   (float)diffuse_color.a
	};

	glColor4f( diffuse_rgba[0],diffuse_rgba[1],diffuse_rgba[2],diffuse_rgba[3]);

	glMaterialfv(GL_FRONT_AND_BACK,GL_DIFFUSE,diffuse_rgba);

	//specular

	const Color &specular_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR];
	float specular_rgba[4]={
		(float)specular_color.r,
		(float)specular_color.g,
		(float)specular_color.b,
		1.0
	};

	glMaterialfv(GL_FRONT_AND_BACK,GL_SPECULAR,specular_rgba);

	const Color &emission_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_EMISSION];
	float emission_rgba[4]={
		(float)emission_color.r,
		(float)emission_color.g,
		(float)emission_color.b,
		1.0
	};

	glMaterialfv(GL_FRONT_AND_BACK,GL_EMISSION,emission_rgba);

	glMaterialf(GL_FRONT_AND_BACK,GL_SHININESS,p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]);

	if (p_material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
		glDisable(GL_LIGHTING);
	} else {
		glEnable(GL_LIGHTING);
		glDisable(GL_LIGHTING);
	}

	//depth test?
	/*
	if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
		glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
	else
		glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
	*/
	if (p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE]) {

		Texture *texture = texture_owner.get( p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE] );
		ERR_FAIL_COND(!texture);
		glActiveTexture(GL_TEXTURE0);
		glEnable(GL_TEXTURE_2D);
		glBindTexture( GL_TEXTURE_2D,texture->tex_id );
	};
};

void RasterizerIPhone::_setup_light(LightInstance* p_instance, int p_idx) {

	Light* ld = p_instance->base;

	int glid = GL_LIGHT0 + p_idx;
	glLightfv(glid , GL_AMBIENT, ld->colors[VS::LIGHT_COLOR_AMBIENT].components );
	glLightfv(glid, GL_DIFFUSE, ld->colors[VS::LIGHT_COLOR_DIFFUSE].components );
	glLightfv(glid, GL_SPECULAR, ld->colors[VS::LIGHT_COLOR_SPECULAR].components );



	switch(ld->type) {

		case VS::LIGHT_DIRECTIONAL: {
			/* This doesnt have attenuation */

			glMatrixMode(GL_MODELVIEW);
			glPushMatrix();
			glLoadIdentity();
			Vector3 v(0.0,0.0,-1.0); // directional lights point up by default
			v = p_instance->transform.get_basis().xform( v );
			v = camera_transform_inverse.get_basis().xform( v );
			v.normalize(); // this sucks, so it will be optimized at some point
			v = -v;
			float lightpos[4]={v.x,v.y,v.z,0.0};

			glLightfv(glid,GL_POSITION,lightpos); //at modelview

			glPopMatrix();

		} break;
		case VS::LIGHT_OMNI: {

			glLightf(glid,GL_SPOT_CUTOFF,180.0);
			glLightf(glid,GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
			glLightf(glid,GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
			glLightf(glid,GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?

			glMatrixMode(GL_MODELVIEW);
			glPushMatrix();
			glLoadIdentity();
			Vector3 pos = p_instance->transform.get_origin();
			pos = camera_transform_inverse.xform(pos);
			float lightpos[4]={pos.x,pos.y,pos.z,1.0};
			glLightfv(glid,GL_POSITION,lightpos); //at modelview

			glPopMatrix();

		} break;
		case VS::LIGHT_SPOT: {

			glLightf(glid,GL_SPOT_CUTOFF, ld->vars[VS::LIGHT_PARAM_SPOT_ANGLE]);
			glLightf(glid,GL_SPOT_EXPONENT, ld->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]);
			glLightf(glid,GL_CONSTANT_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ATTENUATION]);
			glLightf(glid,GL_LINEAR_ATTENUATION, ld->vars[VS::LIGHT_PARAM_RADIUS]);
			glLightf(glid,GL_QUADRATIC_ATTENUATION, ld->vars[VS::LIGHT_PARAM_ENERGY]); // wut?


			glMatrixMode(GL_MODELVIEW);
			glPushMatrix();
			glLoadIdentity();

			Vector3 v(0.0,0.0,-1.0); // directional lights point up by default
			v = p_instance->transform.get_basis().xform( v );
			v = camera_transform_inverse.get_basis().xform( v );
			v.normalize(); // this sucks, so it will be optimized at some point
			float lightdir[4]={v.x, v.y, v.z, 1.0};
			glLightfv(glid,GL_SPOT_DIRECTION,lightdir); //at modelview

			v = p_instance->transform.get_origin();
			v = camera_transform_inverse.xform(v);
			float lightpos[4]={v.x,v.y,v.z,1.0};
			glLightfv(glid,GL_POSITION,lightpos); //at modelview


			glPopMatrix();


		} break;
		default: break;
	}
};

void RasterizerIPhone::_setup_lights(LightInstance **p_lights,int p_light_count) {

	for (int i=0; i<MAX_LIGHTS; i++) {

		if (i<p_light_count) {
			glEnable(GL_LIGHT0 + i);
			_setup_light(p_lights[i], i);
		} else {
			glDisable(GL_LIGHT0 + i);
		}
	}
}

static const int gl_client_states[] = {

	GL_VERTEX_ARRAY,
	GL_NORMAL_ARRAY,
	-1, // ARRAY_TANGENT
	GL_COLOR_ARRAY,
	GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV
	GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV2
	-1, // ARRAY_BONES
	-1, // ARRAY_WEIGHTS
	-1, // ARRAY_INDEX
};

void RasterizerIPhone::_setup_geometry(const Geometry *p_geometry, const Material* p_material) {


	switch(p_geometry->type) {

		case Geometry::GEOMETRY_SURFACE: {

			Surface *surf = (Surface*)p_geometry;
			uint8_t *base=0;
			bool use_VBO = (surf->array_local==0);

			if (!use_VBO) {

				base = surf->array_local;
				glBindBuffer(GL_ARRAY_BUFFER, 0);

			} else {

				glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
			};

			const Surface::ArrayData* a=surf->array;
			for (int i=0;i<VS::ARRAY_MAX;i++) {

				const Surface::ArrayData& ad=surf->array[i];
				if (ad.size==0) {
					if (gl_client_states[i] != -1) {
						glDisableClientState(gl_client_states[i]);
					};
					continue; // this one is disabled.
				}
				ERR_CONTINUE( !ad.configured );

				if (gl_client_states[i] != -1) {
					glEnableClientState(gl_client_states[i]);
				};

				switch (i) {

				case VS::ARRAY_VERTEX:
					if (!use_VBO)
						glVertexPointer(3,GL_FLOAT,surf->stride,(GLvoid*)&base[a->ofs]);
					else
						if (surf->array[VS::ARRAY_BONES].size)
							glVertexPointer(3, GL_FLOAT, 0, skinned_buffer);
						else
							glVertexPointer(3,GL_FLOAT,surf->stride,(GLvoid*)a->ofs);
					break;

				case VS::ARRAY_NORMAL:
					if (use_VBO)
						glNormalPointer(GL_FLOAT,surf->stride,(GLvoid*)a->ofs);
					else
						glNormalPointer(GL_FLOAT,surf->stride,(GLvoid*)&base[a->ofs]);
					break;
				case VS::ARRAY_TANGENT:
					break;
				case VS::ARRAY_COLOR:
					if (use_VBO)
						glColorPointer(4,GL_UNSIGNED_BYTE,surf->stride,(GLvoid*)a->ofs);
					else
						glColorPointer(4,GL_UNSIGNED_BYTE,surf->stride,(GLvoid*)&base[a->ofs]);
					break;
				case VS::ARRAY_TEX_UV:
				case VS::ARRAY_TEX_UV2:
					if (use_VBO)
						glTexCoordPointer(2,GL_FLOAT,surf->stride,(GLvoid*)a->ofs);
					else
						glTexCoordPointer(2,GL_FLOAT,surf->stride,&base[a->ofs]);
					break;
				case VS::ARRAY_BONES:
				case VS::ARRAY_WEIGHTS:
				case VS::ARRAY_INDEX:
					break;
				};
			}


			// process skeleton here

		} break;

		default: break;

	};
};

static const GLenum gl_primitive[]={
	GL_POINTS,
	GL_LINES,
	GL_LINE_STRIP,
	GL_LINE_LOOP,
	GL_TRIANGLES,
	GL_TRIANGLE_STRIP,
	GL_TRIANGLE_FAN
};

void RasterizerIPhone::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton) {


	switch(p_geometry->type) {

		case Geometry::GEOMETRY_SURFACE: {


			Surface *s = (Surface*)p_geometry;

			if (s->index_array_len>0) {

				if (s->index_array_local) {

					glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->index_array_len>(1<<8))?GL_UNSIGNED_SHORT:GL_UNSIGNED_BYTE, s->index_array_local);

				} else {

					glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
					glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->index_array_len>(1<<8))?GL_UNSIGNED_SHORT:GL_UNSIGNED_BYTE,0);
				}


			} else {

				glDrawArrays(gl_primitive[s->primitive],0,s->array_len);

			};
		} break;

		 default: break;
	};
};

void RasterizerIPhone::_render_list_forward(RenderList *p_render_list) {

	const Material *prev_material=NULL;
	uint64_t prev_light_hash=0;
	const Skeleton *prev_skeleton=NULL;
	const Geometry *prev_geometry=NULL;
	const ParamOverrideMap* prev_overrides=NULL; // make it diferent than NULL

	Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;

	glMatrixMode(GL_PROJECTION);
	glLoadMatrixf(&camera_projection.matrix[0][0]);

	for (int i=0;i<p_render_list->element_count;i++) {

		RenderList::Element *e = p_render_list->elements[i];
		const Material *material = e->material;
		uint64_t light_hash = e->light_hash;
		const Skeleton *skeleton = e->skeleton;
		const Geometry *geometry = e->geometry;
		const ParamOverrideMap* material_overrides=e->material_overrides;

		if (material!=prev_material || geometry->type!=prev_geometry_type) {
			_setup_material(e->geometry,material);
			//_setup_material_overrides(e->material,NULL,material_overrides);
			//_setup_material_skeleton(material,skeleton);
		} else {

			if (material_overrides != prev_overrides) {

				//_setup_material_overrides(e->material,prev_overrides,material_overrides);
			}

			if (prev_skeleton!=skeleton) {
				//_setup_material_skeleton(material,skeleton);
			};
		}

		if (geometry!=prev_geometry || geometry->type!=prev_geometry_type) {

			_setup_geometry(geometry, material);
		};

		if (i==0 || light_hash!=prev_light_hash)
			_setup_lights(e->lights,e->light_count);

		glMatrixMode(GL_MODELVIEW);
		_gl_load_transform(camera_transform_inverse);
		_gl_mult_transform(e->transform);

		_render(geometry, material, skeleton);

		prev_material=material;
		prev_skeleton=skeleton;
		prev_geometry=geometry;
		prev_light_hash=e->light_hash;
		prev_geometry_type=geometry->type;
		prev_overrides=material_overrides;
	}
};

void RasterizerIPhone::end_scene() {

	glEnable(GL_BLEND);
	glDepthMask(GL_FALSE);

	opaque_render_list.sort_mat_light();
	_render_list_forward(&opaque_render_list);

	glDisable(GL_BLEND);
	glDepthMask(GL_TRUE);

	alpha_render_list.sort_z();
	_render_list_forward(&alpha_render_list);


}
void RasterizerIPhone::end_shadow_map() {


}

void RasterizerIPhone::end_frame() {

	//ContextGL::get_singleton()->swap_buffers();
}

/* CANVAS API */

void RasterizerIPhone::canvas_begin() {

	glDisable(GL_CULL_FACE);
	glDisable(GL_DEPTH_TEST);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glLineWidth(1.0);
	glDisable(GL_LIGHTING);

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
}
void RasterizerIPhone::canvas_set_transparency(float p_transparency) {


}

void RasterizerIPhone::canvas_set_rect(const Rect2& p_rect, bool p_clip) {

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glScalef(2.0 / window_size.x, -2.0 / window_size.y, 0);
	glTranslatef((-(window_size.x / 2.0)) + p_rect.pos.x, (-(window_size.y / 2.0)) + p_rect.pos.y, 0);

	if (p_clip) {

		glEnable(GL_SCISSOR_TEST);
		glScissor(viewport.x+p_rect.pos.x,viewport.y+ (viewport.height-(p_rect.pos.y+p_rect.size.height)),
		p_rect.size.width,p_rect.size.height);
	} else {

		glDisable(GL_SCISSOR_TEST);
	}


}
void RasterizerIPhone::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width) {

	glColor4f(1, 1, 1, 1);

	float verts[6]={
		p_from.x,p_from.y,0,
		p_to.x,p_to.y,0
	};

	float colors[]={
		p_color.r, p_color.g, p_color.b, p_color.a,
		p_color.r, p_color.g, p_color.b, p_color.a,
	};
	glLineWidth(p_width);
	_draw_primitive(2,verts,0,colors,0);
}

static void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size ) {

	float texcoords[]= {
		p_src_region.pos.x/p_tex_size.width,
		p_src_region.pos.y/p_tex_size.height,

		(p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
		p_src_region.pos.y/p_tex_size.height,

		(p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
		(p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height,

		p_src_region.pos.x/p_tex_size.width,
		(p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height,
	};

	float coords[]= {
		p_rect.pos.x, p_rect.pos.y, 0,
		p_rect.pos.x+p_rect.size.width, p_rect.pos.y, 0,
		p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height, 0,
		p_rect.pos.x,p_rect.pos.y+p_rect.size.height, 0
	};

	_draw_primitive(4,coords,0,0,texcoords);
}

static void _draw_quad(const Rect2& p_rect) {

	float coords[]= {
		p_rect.pos.x,p_rect.pos.y, 0,
		p_rect.pos.x+p_rect.size.width,p_rect.pos.y, 0,
		p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height, 0,
		p_rect.pos.x,p_rect.pos.y+p_rect.size.height, 0
	};

	_draw_primitive(4,coords,0,0,0);

}

void RasterizerIPhone::canvas_draw_rect(const Rect2& p_rect, bool p_region, const Rect2& p_source,bool p_tile,RID p_texture,const Color& p_modulate) {

	glColor4f(p_modulate.r, p_modulate.g, p_modulate.b, p_modulate.a);

	if ( p_texture.is_valid() ) {

		glEnable(GL_TEXTURE_2D);
		Texture *texture = texture_owner.get( p_texture );
		ERR_FAIL_COND(!texture);
		glActiveTexture(GL_TEXTURE0);
		glBindTexture( GL_TEXTURE_2D,texture->tex_id );

		if (!p_region) {

			Rect2 region = Rect2(0,0,texture->width,texture->height);
			_draw_textured_quad(p_rect,region,region.size);

		} else {

			_draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height) );

		}
	} else {

		_draw_quad( p_rect );

	}


}
void RasterizerIPhone::canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margin, bool p_draw_center) {

	glColor4f(1, 1, 1, 1);

	Texture *texture = texture_owner.get( p_texture );
	ERR_FAIL_COND(!texture);

	glEnable(GL_TEXTURE_2D);
	glActiveTexture(GL_TEXTURE0);
	glBindTexture( GL_TEXTURE_2D,texture->tex_id );


	/* CORNERS */

	_draw_textured_quad( // top left
		Rect2( p_rect.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
		Rect2( Point2(), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
		Size2( texture->width, texture->height ) );

	_draw_textured_quad( // top right
		Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
		Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],0), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
		Size2( texture->width, texture->height ) );


	_draw_textured_quad( // bottom left
		Rect2( Point2(p_rect.pos.x,p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
		Rect2( Point2(0,texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
		Size2( texture->width, texture->height ) );

	_draw_textured_quad( // bottom right
		Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
		Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
		Size2( texture->width, texture->height ) );

	Rect2 rect_center( p_rect.pos+Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));

	Rect2 src_center( Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( texture->width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], texture->height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));


	_draw_textured_quad( // top
		Rect2( Point2(rect_center.pos.x,p_rect.pos.y),Size2(rect_center.size.width,p_margin[MARGIN_TOP])),
		Rect2( Point2(p_margin[MARGIN_LEFT],0), Size2(src_center.size.width,p_margin[MARGIN_TOP])),
		Size2( texture->width, texture->height ) );

	_draw_textured_quad( // bottom
		Rect2( Point2(rect_center.pos.x,rect_center.pos.y+rect_center.size.height),Size2(rect_center.size.width,p_margin[MARGIN_BOTTOM])),
		Rect2( Point2(p_margin[MARGIN_LEFT],src_center.pos.y+src_center.size.height), Size2(src_center.size.width,p_margin[MARGIN_BOTTOM])),
		Size2( texture->width, texture->height ) );

	_draw_textured_quad( // left
		Rect2( Point2(p_rect.pos.x,rect_center.pos.y),Size2(p_margin[MARGIN_LEFT],rect_center.size.height)),
		Rect2( Point2(0,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT],src_center.size.height)),
		Size2( texture->width, texture->height ) );

	_draw_textured_quad( // right
		Rect2( Point2(rect_center.pos.x+rect_center.size.width,rect_center.pos.y),Size2(p_margin[MARGIN_RIGHT],rect_center.size.height)),
		Rect2( Point2(src_center.pos.x+src_center.size.width,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT],src_center.size.height)),
		Size2( texture->width, texture->height ) );

	if (p_draw_center) {

		_draw_textured_quad(
			rect_center,
			src_center,
			Size2( texture->width, texture->height ));
	}

}
void RasterizerIPhone::canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture) {

	ERR_FAIL_COND(p_points.size()<1);
	float verts[12];
	float uvs[8];
	float colors[16];

	glColor4f(1, 1, 1, 1);

	int idx = 0;
	for(int i=0;i<p_points.size();i++) {

		verts[idx++]=p_points[i].x;
		verts[idx++]=p_points[i].y;
		verts[idx++]=0;
	}

	idx = 0;
	for(int i=0;i<p_uvs.size();i++) {

		uvs[idx++] = p_uvs[i].x;
		uvs[idx++] = p_uvs[i].y;
	}

	idx = 0;
	for (int i=0; i<p_colors.size(); i++) {

		colors[idx++] = p_colors[i].r;
		colors[idx++] = p_colors[i].g;
		colors[idx++] = p_colors[i].b;
		colors[idx++] = p_colors[i].a;
	};

	if (p_texture.is_valid()) {
		glEnable(GL_TEXTURE_2D);
		Texture *texture = texture_owner.get( p_texture );
		if (texture) {
			glActiveTexture(GL_TEXTURE0);
			glBindTexture( GL_TEXTURE_2D,texture->tex_id );
		}
	}

	_draw_primitive(p_points.size(),&verts[0],NULL,p_colors.size()?&colors[0]:NULL,p_uvs.size()?uvs:NULL);

}

/* FX */

RID RasterizerIPhone::fx_create() {

	return RID();
}
void RasterizerIPhone::fx_get_effects(RID p_fx,List<String> *p_effects) const {


}
void RasterizerIPhone::fx_set_active(RID p_fx,const String& p_effect, bool p_active) {


}
bool RasterizerIPhone::fx_is_active(RID p_fx,const String& p_effect) const {

	return false;
}
void RasterizerIPhone::fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const {


}
Variant RasterizerIPhone::fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const {

	return Variant();
}
void RasterizerIPhone::fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue) {


}

/*MISC*/

bool RasterizerIPhone::is_texture(const RID& p_rid) const {

	return texture_owner.owns(p_rid);
}
bool RasterizerIPhone::is_material(const RID& p_rid) const {

	return material_owner.owns(p_rid);
}
bool RasterizerIPhone::is_mesh(const RID& p_rid) const {

	return mesh_owner.owns(p_rid);
}
bool RasterizerIPhone::is_multimesh(const RID& p_rid) const {

	return false;
}
bool RasterizerIPhone::is_poly(const RID& p_rid) const {

	return poly_owner.owns(p_rid);
}
bool RasterizerIPhone::is_particles(const RID &p_beam) const {

	return false;
}

bool RasterizerIPhone::is_beam(const RID &p_beam) const {

	return false;
}

bool RasterizerIPhone::is_light(const RID& p_rid) const {

	return light_owner.owns(p_rid);
}
bool RasterizerIPhone::is_light_instance(const RID& p_rid) const {

	return light_instance_owner.owns(p_rid);
}
bool RasterizerIPhone::is_particles_instance(const RID& p_rid) const {

	return false;
}
bool RasterizerIPhone::is_skeleton(const RID& p_rid) const {

	return skeleton_owner.owns(p_rid);
}
bool RasterizerIPhone::is_fx(const RID& p_rid) const {

	return fx_owner.owns(p_rid);
}
bool RasterizerIPhone::is_shader(const RID& p_rid) const {

	return false;
}

void RasterizerIPhone::free(const RID& p_rid) const {

	if (texture_owner.owns(p_rid)) {

		// delete the texture
		Texture *texture = texture_owner.get(p_rid);

		glDeleteTextures( 1,&texture->tex_id );

		texture_owner.free(p_rid);
		memdelete(texture);

	} else if (material_owner.owns(p_rid)) {

		Material *material = material_owner.get( p_rid );
		ERR_FAIL_COND(!material);

		material_owner.free(p_rid);
		memdelete(material);

	} else if (mesh_owner.owns(p_rid)) {

		Mesh *mesh = mesh_owner.get(p_rid);
		ERR_FAIL_COND(!mesh);
		for (int i=0;i<mesh->surfaces.size();i++) {

			Surface *surface = mesh->surfaces[i];
			if (surface->array_local != 0) {
				memfree(surface->array_local);
			};
			if (surface->index_array_local != 0) {
				memfree(surface->index_array_local);
			};

			if (surface->vertex_id)
				glDeleteBuffers(1,&surface->vertex_id);
			if (surface->index_id)
				glDeleteBuffers(1,&surface->index_id);

			memdelete( surface );
		};

		mesh->surfaces.clear();

		mesh_owner.free(p_rid);
		memdelete(mesh);

	} else if (skeleton_owner.owns(p_rid)) {

		Skeleton *skeleton = skeleton_owner.get( p_rid );
		ERR_FAIL_COND(!skeleton)

		skeleton_owner.free(p_rid);
		memdelete(skeleton);

	} else if (light_owner.owns(p_rid)) {

		Light *light = light_owner.get( p_rid );
		ERR_FAIL_COND(!light)

		light_owner.free(p_rid);
		memdelete(light);

	} else if (light_instance_owner.owns(p_rid)) {

		LightInstance *light_instance = light_instance_owner.get( p_rid );
		ERR_FAIL_COND(!light_instance);

		light_instance_owner.free(p_rid);
		memdelete( light_instance );

	} else if (fx_owner.owns(p_rid)) {

		FX *fx = fx_owner.get( p_rid );
		ERR_FAIL_COND(!fx);

		fx_owner.free(p_rid);
		memdelete( fx );

	};
}

void RasterizerIPhone::init() {

	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);
	glFrontFace(GL_CW);

	glEnable(GL_TEXTURE_2D);
}

void RasterizerIPhone::finish() {

}

	int RasterizerIPhone::get_render_info(VS::RenderInfo p_info) {

	return false;
}

RasterizerIPhone::RasterizerIPhone() {

	frame = 0;
};

RasterizerIPhone::~RasterizerIPhone() {

};


#endif
